In Mall of Horror, each player takes control of three character: a blonde, a bad boy and a brute, trapped in a mall invaded by hundreds of hungry zombies. There is only one way to survive: find a temporary safety in areas where the zombies arent yet, and forget about values such as solidarity and humanity. Better them than you!

Who will be thrown at the zombies for the survival of the rest of the gang? Who will take over the security H.Q.? who will look for some first aid material? No room for the weak, you will negotiate, lie, ally, betray, in one word, you will try to survive!

The goal is not to kill the greatest number of zombies but simply to survive. You must flee from place to place while zombies try to devour the inhabitants of the mall.

Each player controls 3 characters, each with a different ability and worth a certain number of points at the end of the game if they survive.

Each place in the mall has different characteristics. They may contain varying numbers of characters and may give some bonus items which will help your survival. When enough zombies arrive at a location, the players there must vote for who will get eaten. Players may also vote for who will become the new chief of security and who will search the van with its valuable goods, giving players a chance to negotiate and strike up deals, perhaps even making good on them.

Chaos in the Old World

Chaos in the Old World makes you a god. Each god’s distinctive powers and legion of followers grant you unique strengths and diabolical abilities with which to corrupt and enslave the Old World.

Yet, as you and your fellow powers of Chaos seek domination by corruption and conquest, you must vie not only against each other, but also against the desperate denizens of the Old World who fight to banish you back to the maelstrom of the Realm of Chaos.

Chaos in the Old World features three ways to win, and gives you an unparalleled opportunity to reshape the world in your image. Every turn you corrupt the landscape, dominating its inhabitants, and battle with the depraved followers of rival gods. Each god has a unique deck of gifts and abilities, and can upgrade their followers into deadly foes. Summon forth living manifestations of Chaos, debased and hidden cultists, and the horrifying greater daemons - beings capable of destroying near everything in their path.

play one of their chips to avoid picking up the current face-up card
pick up the face-up card (along with any chips that have already been played on that card) and turn over the next card

However, the choices arent so easy as players compete to have the lowest score at the end of the game. The deck of cards is numbered from 3 to 35, with each card counting for a number of points equal to its face value. Runs of two or more cards only count as the lowest value in the run - but nine cards are removed from the deck before starting, so be careful looking for connectors. Each chip is worth -1 point, but they can be even more valuable by allowing you to avoid drawing that unwanted card.

The first versions of the game supported up to five players, but a 2011 edition supports up to seven.

This game was originally published in Germany by Amigo as Geschenkt ...ist noch zu teuer!, meaning Even given as a gift, it is still too expensive!. Amigos international edition, titled No Merci! (a delightful multi-lingual pun), had rules in several languages, including English. The game has subsequently been released in other countries under an assortment of names.

Risk: Metal Gear Solid adds some twists to the classic game of Risk with a theme based on the Metal Gear Solid video game series.

It takes place on the standard Risk world map, but also includes the territory of Outer Haven which may be moved around the map to attack other territories. Additionally, nuclear strikes on remote territories may be launched by the player who controls Metal Gear Rex.

Players can utilize special units including Solid Snake, the Rat Patrol, Raiden, Liquid Ocelot, Big Momma, and Roy Campbell, each with their own special powers. Players may also collect and play Drebin cards to grant further offensive or defensive powers.

As in traditional Risk, players are attacking other players territories with their massed troops, attempting to gain control of all of the territories on the map. Players resolve combat with die rolls, with players losing troops to opponents superior rolls.

In Steam you build railroads and deliver goods along an ever changing network of tracks and stations. You build the tracks, upgrade towns, improve your train, and grab the right goods to make the longest, most profitable deliveries. Score your deliveries and add to your income or victory points, balancing your need to invest against your quest to win the game.

Steam contains a beautiful, double-sided game board. The map on each side depicts terrain, towns, and cities at the start of the railway age. The map of the northeastern USA and neighboring Canada is ideal for 3 or 4 players. Use the map of Europes lower Rhine and Ruhr region when playing a 4 or 5 player game. You can play Steam on any number of current and future variant and expansion maps, so we include pieces for 6 players.

The game plays very similarly to Age of Steam but with modifications to some of its mechanics and artwork. Tracks for income, train level, etc. are all printed on the board around the map such that alternate maps can be overlaid on the board and the necessary tracks will still be able to be used.

In the mid-sixteenth century England Queen Elizabeth I rules without an heir. This leaves room for some maneuvering. Powers throughout, including you, believe that a family with great presence, wealth, and nobility might find itself in the right place at the right time.

In Noblemen, you are members of the British aristocracy. You will try to achieve influence and prestige for your family. You will grow your familys estate, earn the queens favor, bear witness to scandalous behavior, gain influence with the church, bribe royalty, and leverage your political weight during masquerade balls; all in an effort to ensure your familys rightful place in history. After three decades, the player with the most victory points will be declared the winner.

This is a negotiation game in the truest sense of the word. In it, players acquire ownership of sections of city blocks then place tiles, representing businesses, onto the block-sections. At the end of each turn, each tile youve laid gives you some sort of payout, but completed businesses (formed of three to six connected tiles of the same type) pay quite a bit better. All these resources are dealt to the players randomly, however, so players must trade to get matching businesses and adjacent locations.

Buying and selling paintings is a very lucrative business, at least thats what Hollywoods led us to believe, and thats the premise of this game. Five different artists have produced a bunch of paintings, and its the players task to be both the buyer and the seller, hopefully making a profit in both roles. He does this by putting a painting from his hand up for auction each turn. He gets the money if some other player buys it, but must pay the bank if he buys it for himself. After each round, paintings are valued by the number of paintings of that type that were sold. The broker with the most cash after four rounds is the winner.

In this game, players incarnate clan leaders during the Golden Age of Easter Island. The board represents a simplified map of the island. Rock platforms (ahus) are where the Moaïs (monumental sculptures) will be erected.

Your clan competes against others, and you will earn more prestige by building and transporting larger, more imposing Moaïs than your opponents clans.

Each of your pawns represents a group of men. You can grow your population if you wish. You will choose each turn which part of your population will sculpt Moaïs and which other part will transport them, in cooperation with other players.

Statues are transported from the quarry to the ahus (the rock platforms) using paths made of pawns and the help of logs.

You can use your influence (Tribal Markers) to choose the best statues and mark to your color the statues you cannot achieve in your turn. You can also rely on your Sorcerer and his mighty powers, of the strength of your Chief, as well as on mystic powers of the Rongo writing tablets.

The winner will be the one who has erected the largest statues in the best places at the end of the game.

This game is about cultivating and watering fields. To accomplish this, a number of tiles denoting various plantation types come into the game each round. The tiles are auctioned off such that each player gets one, and the tiles are then placed onto the game board along with an ownership marker that also indicates how plentiful the tile’s yield will be. Whoever bid the lowest in each round gets to be the canal overseer and decides where a canal will be built that round. The other players may make suggestions to help the canal overseer decide, and back up their suggestions with money. The final decision is always wholly up to the overseer, though.

At the end of each round, players determine what the water supply situation looks like. Should a plantation not be sufficiently watered, its production drops dramatically; should it happen more than once, then that plantation may revert to fallow ground. At game’s end, naturally only the cultivated land counts. Each plantation is counted according to type – the bigger the better. But since the ownership markers play a role as well, the same plantation can give drastically different points for different players.

Ostia is an economic game of trading goods and donating them to the senate of Rome. You have to decide, whether you want to earn money for your goods or whether you want to donate some of them to the senate. The senate grants victory points for the most needed goods, but no money. Therefore you have to put some goods to the market, hoping that they are rarely sold there to earn enough money for the next trading phase.
The ranking of goods mostly needed changes each round and you can see the ranking for the next round. Accordingly you may decide to keep some of the goods for next round, when they are more valuable to the senate. But you can keep only one card of goods per storehouse and storehouses are expensive.

Arcanum is played with a regular Tarot deck, used to move the game pieces on the board. There are four noble Houses, fighting for power and supremacy in a medieval city. They are named after the four Tarot suits: Pentacles, Chalices, Swords and Wands. Players will represent different paths for Fate, and will try to shape the destiny of those Houses to best suit their goals.

The game is played over 6 or 9 turns, and at every turn each player has the opportunity to hide one (and sometimes more) cards under the board in front of him (this is called influencing the Houses and its like a hidden bet on the house, trying to get control over it) and to play cards for their effects (Major Arcana cannot be hidden but have stronger effects). Playing cards will impact, among other things, the ranking of the Houses in terms of prestige. To optimize point scoring, a good player will try to gain influence over winning houses without wasting too many cards for acheiving that, andor to influence Houses in the lower positions with little effort. Experienced players will learn how to deceive their opponents about their real intentions.

Arcanum is the first board game by the world acclaimed Tarot publisher Lo Scarabeo, and includes a complete tarot deck: a family friendly version of the Initiatory Tarot of the Golden Dawn featuring wondrous illustrations by the artist Patrizio Evangelisti.

a 60- to 90-minute game for three to five players ages 10 and up. It’s inspired by the conquest of the American West, and employs linear mechanics. Players take control of a group of settlers or a tribe of natives and then cooperate and compete with the other players for natural resources, which have different values for the different types of players. The mechanic allows for unequal numbers of settlers and native players.

This game has a reputation: a bad one, but not from a playability stand point. This pure negotiation game pits the players as Renaissance era families that are engaging in rampant nepotism. Players are seeking positions in the other families businesses, and to further that pursuit players offer bribes. However, once accepting a bribe, the bought player is under absolutely no obligation to honor the highest briber or any other verbal deal. In a word, this game is vicious.

Barges, freight and profits are what its all about in Manila, a speculative contest for 3-5 players. Goods shipments, intended for transport along sea routes, are in danger of gathering dust in the warehouses or being lost at sea in a storm. While the players speculate about success and failure, the ultimate fate of the ships will be determined by the dice.

Dogs of War is an elegant game set in a steampunk-influenced renaissance universe. Noble houses engage each other in a series of fierce battles, and its up to the players and the Dogs of War they control to deploy their private armies in support of whatever house they wish to favor. Clockwork knights and imposing war machines shift the tides of war as they enter the battlefields, but the interest of their Dog of War captains actually lie in the rewards offered by each noble house to its supporters. Each Dog of War has a special ability that helps them claim influence, win battles, or betray the house to which theyve sworn allegiance!

Dogs of War is not a game of pure military power, but rather a game in which deception and betrayal often lead the way to a decisive victory. The goal for the Dogs of War is to earn the most power by the end of the game. Thanks to thoughtful game design and development, there are many ways to achieve this, like defeating other captains in battle, getting rewards from the Houses you help, amassing gold and troops, and most importantly, gaining influence with the most successful Houses.

The Black Southern Host has arisen, corrupting the hearts of the indigenous creatures. Afflicted by a mysterious sickness, they are attacking human cities. The last remaining hope for restoring peace to Xidit lies with the Kingdoms noble heirs, the Idrakys. As one of them, you must roam the Kingdom recruiting brave soldiers and reclaiming threatened cities. Your bravery will not go unrewarded: accumulate wealth, send bards to sing your praises, and build Sorcerers Guilds!

Lords of Xidit features simultaneous programming and an elimination-based scoring system that leaves no room for complacency! In more detail, at the end of the game players compare their influence in one category and the player with the least influence is eliminated and his pieces removed from the board; players then compare influence in another category, with a player again being removed. The order of elimination is randomly determined at the start of play, forcing you to thinking in different ways each game.

In Mogul — a revised and expanded version of the 2002 game of the same name — players buy and sell railway stock, trying to outsmart both the opponents and the market. Each of the five railroad companies has five to eight shares, and in addition to being a share of the company, each share card has a box on it that indicates another company. Players start with particular stock holdings based on the number of players in the game and their position in turn order.

Zeus, the greatest of all gods, has decided to build a universe that he can gaze upon from high atop Mount Olympus. He has enlisted the help of several unknown gods to do this for him - and they have 5 days to finish the job. The god who performs the best while building this universe will be elevated in status and receive admission into Mount Olympus.

The game progresses over the course of 5 rounds or Days. Each day has three phases (a morning, an afternoon, and an evening). During these phases, players will select actions such as making planets, placing planets, etc. After these three phases are completed, night happens in which scoring occurs and Zeus gazes upon the work of the players. Players receive Prestige Points for things such as having the most planets in an orbit and for constellations (connections of planets) they have built.

In Reiner Knizias High Society, players bid against each other to acquire the various trappings of wealth (positive-number and multiplier cards) while avoiding its pitfalls (negative number and divisor cards). While bidding, though, keep an eye on your remaining cash - at the end of the game, even though all those positive-number cards might add up to a win, the player with the least money isnt even considered for victory.

In Night of the Grand Octopus, you are one of the Elect and have been recruited by the Illuminati to form a cult to glorify the tentacled one. Whats more, your dreams have told you that the time has come, the stars have aligned so that you can perform the Ritual of Appeal and bring the Grand Octopus to surface once again. To perform the ritual, however, you need the right magical components, components to be found in a famous English university for young wizards and witches — and youre not the only one seeking them.

In each round, players secretly place their cultist and monster tokens on locations, then reveal those locations at the same time. If only one cultist group occupies a location, that cult gains strength — but if two or more cults want the same spot, they must negotiate or both lose cult strength. If, on the other hand, a rival monster occupies the location, the cultist is eliminated. Gulp!

Lost Legends is a fantasy card game by Mike Elliott that combines a streamlined Euro game design and card drafting with an interesting fantasy theme and battle mechanic. Players take on the role of heroes trying to assemble an arsenal of equipment in order to vanquish a series of monsters that they will encounter.

In Sheriff of Nottingham, players will not only be able to experience Nottingham as a merchant of the city, but each turn one player will step into the shoes of the Sheriff himself. Players declare goods they wish to bring into the city, goods that are secretly stored in their burlap sack. The Sheriff must then determine who gets into the city with their goods, who gets inspected, and who may have their goods confiscated!

Cheating is forbidden? Not in this naughty game of cards – in fact, youll probably have to cheat in order to win.

In Mogel Motte you want to get rid of all the cards in your hand before anyone else. Each player starts the round with a hand of eight cards, with one player (the oldest) receiving the guard bug – which stays on the table throughout the game – and one card being turnd face-up to start a discard pile. The cards are numbered 1-5, with the majority of them having only numbers; some cards have special abilities that come into play when added to the discard pile or in a players hand.

A dead body has been found on board a ship, and all passengers seem to have an alibi. Luckily several professionals are on board willing to help, but can you trust them? By asking clever questions and using deductive reasoning, you just might manage to expose the missing alibi and identify the murderer.

Perfect Alibi is a classic deduction game in the tradition of Sleuth. However, Perfect Alibi has a shorter playing time, and unlike other deduction games some of the information you get might be false. Finding out who is lying to whom is therefore crucial, and you must take full advantage of the abilities of several available assistants to gain the information you need.

Return to a bustling Plymouth Harbor in 1572 as an aspiring Elizabethan captain making preparations for three exciting voyages to the Spanish Main in search of fame and fortune! As captains, players will have to plan their missions and provision their ships accordingly.

Francis Drake is a race to see who can set sail and reach the Spanish Main first. The riches of the Aztec and Inca Empires await these swashbuckling captains.

In the future, war has left the world in complete destruction and split the people into factions. The factions have decided to stop the endless war and settle their dispute in the arena. A new virtual bloodsport was created. The Adrenaline tournament. Every faction has a champion, every champion has a chance to fight and the chance to win. Will you take the chance of becoming the next champion of the Adrenaline tournament?

Play a first-person shooter on your gaming table. Grab some ammo, grab a gun, and start shooting. Build up an arsenal for a killer turn. Combat resolution is quick and diceless. And if you get shot, you get faster!

3 Wishes is a partyfamily game for 3-5 players that plays in 3-5 minutes. With simple rules, this memory, intuition and bluffing game is as much about playing the game as it is about playing the other players. A poker face will go a long way – well, not too long, since the game may last only three minutes – and it will also serve you well as a fast and fun memory training.

A not-so-nice-but-not-too-evil genie appears as if from nowhere (someone, somewhere probably did rub a lamp) and pitches the crowd against one another, granting the most astute player no fewer than three wishes — but not all wishes come true, and only the player with the right balance between super powers, benefits for the world, and selfish gifts will be enter the good graces of the genie.

Mare Nostrum is an empire-building game in which 3-5 players or 2-6 with the Atlas expansion lead their individual ancient empires to dominion of Mare Nostrum. You grow the fame and glory of your empire by expanding your influence into new Provinces, then extending your Trade Caravans, building Markets, and founding new Cities and Temples. You can recruit Heroes and create Wonders to help your cause. But beware of your friends because they may look upon your gains with envy and greed...

Mare Nostrum is a re-introduction by Academy Games and Asyncron of the original 2003 release with updated rules, counters, and map board. This edition includes many new components and multiple new ways to win!

Shinobi Clans is a strategic card game for 3-5 players. As ninja clan leaders, players must master all facets of ninja warfare: Secretly select missions on targets that promise the biggest rewards with the least opposition. Muster the most suitable ninjas and weapons by card drafting. Position them tactically through a card stack mechanism that can disrupt your enemys plans. Use secret unit deployment to your advantage and hope the other clans spies dont uncover your strategy...

Auction game of bluff. Players use cards with animals of two colors to win majorities and win the animal cards. A simple mechanism but players need a good self-control to get opponents to make mistakes.

Five weary warriors, on a journey for a mysterious dungeon rumored to be filled with precious gemstones. But there is hitch: ferocious monsters are guarding the gems! If the warriors join forces they can defeat them. But the coward who, blinded by his greed, will not fight seriously might get his companions punished by the monsters! The warrior who will remain loyal and will betray at the right time is the genuine hero of this game.

In Dungeon Busters, the players take the role of heroes exploring dungeons and defeating monsters in search of treasures. In order to defeat a monster, every player simultaneously plays a power card face-down then reveals the values. If two or more players play the same value, they are all ignored. If players are defeated the player who played the lowest value should return some treasures as a penalty. If players succeed to defeat the monster, players can divide rewards but the player who played the lowest value will go first.

Take the role of a Roman merchant in Neptun, delivering goods to cities and temples. Earn the most favor from the temples and win the game!

The game is played over three game rounds, each consisting of three phases. Navigate the sea and coast to deliver on contracts you have acquired. But there is a catch. You get to determine the order of your contracts, but they must be filled in that order. So as you are acquiring and placing contracts, you must take into account where you are traveling.

Space stations equipped with high-performance solar panels called Solaris circle red giants and send the generated energy directly to Earth using new laser and wormhole technology. In the science-fiction space game Solaris, players try to solar mine the suns of other galaxies.

Solaris is a strategy game with many tactical choices won by the player who manages the tight resources the best.

Everyone knows of the pyramids on the Nile - eternal monuments of a powerful and beautiful culture, that can still take our breath away. The pharaohs choose their sites, build their pyramids, and thank Amun Re and the other Gods for their bounty.

Each player wants, as pharaoh, to build the most pyramids. To accomplish this, he must first acquire a province, where he can trade and farm. With his profits, he can buy new provinces and building stones to erect pyramids. For all his actions, the player must make clever use of his power cards, and always offer appropriate sacrifices to Amun Re. Players must always keep their eyes on the goal of the building of the eternal pyramids or risk falling behind in points.